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svg-path-commander

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🛹 Modern TypeScript tools for SVG

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# SVGPathCommander [![Coverage Status](https://coveralls.io/repos/github/thednp/svg-path-commander/badge.svg)](https://coveralls.io/github/thednp/svg-path-commander) [![ci](https://github.com/thednp/svg-path-commander/actions/workflows/ci.yml/badge.svg)](https://github.com/thednp/svg-path-commander/actions/workflows/ci.yml) [![NPM Version](https://img.shields.io/npm/v/svg-path-commander.svg)](https://www.npmjs.com/package/svg-path-commander) [![NPM Downloads](https://img.shields.io/npm/dm/svg-path-commander.svg)](http://npm-stat.com/charts.html?svg-path-commander) [![jsDeliver](https://img.shields.io/jsdelivr/npm/hw/svg-path-commander)](https://www.jsdelivr.com/package/npm/svg-path-commander) [![typescript version](https://img.shields.io/badge/typescript-5.7.3-brightgreen)](https://www.typescriptlang.org/) [![vitest version](https://img.shields.io/badge/vitest-3.0.5-brightgreen)](https://vitest.dev/) [![vite version](https://img.shields.io/badge/vite-6.1.0-brightgreen)](https://vitejs.dev/) ![image](./docs/assets/SVGPathCommander.svg) A modern set of Typescript tools for manipulating the `d` (description) attribute for *SVGPathElement* items. The library is implementing modern JavaScript API to produce reusable path strings with lossless quality. In addition, you also have a powerful tool to convert other SVG shapes like `<circle>` or `<rect>` to `<path>`. While you may find familiar tools inside, this library brings ***new additions***: * the build in `getBBox`, `getPointAtLength` and `getTotalLength` are more reliable and much more accurate than the native methods, not to mention their high [performance](https://github.com/thednp/svg-path-commander/issues/44) ratings; * thanks to the community contributions we've implemented useful tools like `getPropertiesAtLength`, `getSegmentOfPoint` or `isPointInStroke`; * a tool that can *reverse path draw direction* without altering path commands, even with specific shorthand path commands; * a unique tool that can *reverse path draw direction* for path strings with only 'C' path commands; * a new and unique tool to *apply transform functions to path commands* via the modern *DOMMatrix* API. **The key differences with other libraries**: * Typescript sourced with modernized codebase, all inherited codebase has been modernized as well; * along with the modern codebase, the library also comes with strong TypeScript definitions; * this library can create 3D to 2D projections, making your SVGs look like 3D but in the SVG coordinate system; * you can use this library in both web apps and Node.js, you are not restricted to a single environment; * path command transformations are all consistent with the SVG coordinates system, where others compute transform origin only for rotation transformation. **SVGPathCommander** can use the [DOMMatrix API](https://developer.mozilla.org/en-US/docs/Web/API/DOMMatrix) for *SVGPathElement* path command transformation and implements a very fast and modernized [DOMMatrix shim](https://github.com/thednp/dommatrix). There are a couple of good reasons for this implementation: * *WebKitCSSMatrix* and *SVGMatrix* APIs are slowly pushed away by DOMMatrix, the green light for new and modern implementations; * we can actually apply a [3D transformation](https://github.com/ndebeiss/svg3d) matrix to SVG path commands, by calculating a 2D projection of the actual shape in 3D coordinates; * when most tools available will be rendered absolete, we are ready for new challenges. This library is available on [CDN](https://www.jsdelivr.com/package/npm/svg-path-commander) and [npm](https://www.npmjs.com/package/svg-path-commander). # Install ``` npm install svg-path-commander ``` # CDN ```html <script src="https://cdn.jsdelivr.net/npm/svg-path-commander/dist/svg-path-commander.js"> ``` # Quick Guide Flip a path on the X axis: ```js import SVGPathCommander from 'svg-path-commander'; const path = 'M0 0L100 0L50 100'; const flippedPathString = new SVGPathCommander(path).flipX().toString(); // result => 'M0 100h100L50 0' ``` Optimize a path string by using the `round` option, to round numbers to 2 decimals and finding shorthand where possible: ```js const optimizedPathString = new SVGPathCommander(path, {round: 2}).optimize().toString(); ``` Or why not apply a **2D transformation** and even a **3D transformation**: ```js // a transform object const transform = { translate: 15, // X axis translation rotate: 15, // Z axis rotation scale: 0.75, // uniform scale on X, Y, Z axis skew: 15, // skew 15deg on the X axis origin: [15, 0] // if not specified, it will use the default origin value [0, 0] } const transformed2DPathString = new SVGPathCommander(path).transform(transform).toString(); // apply a 3D transformation const transform = { translate: [15, 15, 15], // `[15, 15]` would apply a 2D translation, and only `15` for X axis translation rotate: [15, 15, 15], // or only "15" for 2D rotation on Z axis scale: [0.7, 0.75, 0.8], // or only "0.7" for 2D scale on all X, Y, Z axis skew: [15, 15], // or only "15" for the X axis origin: [15, 15, 15] // full `transform-origin` for a typical 3D transformation } const transformed3DPathString = new SVGPathCommander(path).transform(transform).toString(); ``` Access the `bbox` instance property to apply a consistent `transform-origin`: ```js // apply a 3D transformation with a consistent origin const transformed3DPath = new SVGPathCommander(path); const { cx, cy, cz } = transformed3DPath.bbox; const transform = { translate: [15, 15, 15], // `[15, 15]` would apply a 2D translation, and only `15` for X axis translation rotate: [15, 15, 15], // or only "15" for 2D rotation on Z axis scale: [0.7, 0.75, 0.8], // or only "0.7" for 2D scale on all X, Y, Z axis skew: [15, 15], // or only "15" for the X axis origin: [cx, cy, cz] // the origin } const transformed3DPathString = transformed3DPath.transform(transform).toString(); ``` SVGPathCommander comes with a full range of additional static methods, here's how to normalize a path: ```js const path = 'M0 0 H50'; const normalizedPath = SVGPathCommander.normalizePath(path); // result => [['M', 0, 0], ['L', 50, 0]] ``` Reverse a path: ```js const path = SVGPathCommander.parsePathString('M0 0 H50'); const reversedPath = SVGPathCommander.reversePath(path); // result => [['M', 50, 0], ['H', 0]] ``` Export to string: ```js const myPathString = SVGPathCommander.pathToString([['M', 0, 0], ['L', 50, 0]]); // result => 'M0 0 L50 0' ``` Check a path string validity: ```js SVGPathCommander.isValidPath(path); // result => boolean ``` Check if path is a certain kind of `PathArray`: ```js SVGPathCommander.isAbsoluteArray([['M', 0, 0], ['L', 50, 0]]); // result => true ``` Use treeshake and create a custom function to apply a 3D transformation using static methods: ```ts import { parsePathString, getPathBBox, transformPath, pathToString } from 'svg-path-commander'; function myTransformFn(pathInput: string | PathArray, transformObject: TransformObject) { const path = parsePathString(pathInput); const { cx, cy, cz } = getPathBBox(path); return pathToString( transformPath(path, { ...transformObject, origin: [cx, cy, cz] }) ) } ``` In extreme cases where performance is paramount, you can consider the parent SVG `viewBox` attribute to extract a bounding box required for a consistent transform origin. ```ts // const svgViewBox = document.getElementById('my-svg').getAttribute('viewBox'); const viewBox = '0 0 24 24'; const [x, y, width, height] = viewBox.split(/\s/).map(Number); const origin = [ x + width / 2, // CX y + height / 2, // CY Math.max(width, height) + Math.min(width, height) / 2, // CZ ]; // use this origin for your shape transformation const myNewString = new SVGPathCommander('M0 0 H50') .transform({ rotate: [35, 0, 0], origin }) .toString(); ``` Convert a shape to `<path>` and transfer all non-specific attributes ```js const myCircle = document.getElementById('myCircle'); SVGPathCommander.shapeToPath(myCircle, true); ``` Alternatively you can create `<path>` from specific attributes: ```js const myRectAttr = { type: 'rect', x: 25, y: 25, width: 50, height: 50, rx: 5 }; const myRectPath = SVGPathCommander.shapeToPath(myRectAttr); document.getElementById('mySVG').append(myRectPath); ``` Server-side using `jsdom`: ```js const { document } = new JSDOM( `<html> <head></head> <body> <svg id="mySVG" viewBox="0 0 100 100" xmlns="http://www.w3.org/2000/svg"> <rect id="myRect" x="0" width="100" height="100" rx="15" /> </svg> </body> </html>`, { pretendToBeVisual: true, } ).window; const myRect = document.getElementById('myRect'); SVGPathCommander.shapeToPath(myRect, true, document); ``` Get the path length: ```js const myPathLength = SVGPathCommander.getTotalLength('M0 0L50 0L25 50z'); // result => 161.80339887498948 ``` Get a point along the path: ```js const myPoint = SVGPathCommander.getPointAtLength('M0 0L50 0L25 50z', 85); // result => {x: 34.34752415750147, y: 31.304951684997057} ``` Get the path bounding box: ```js const myPathBBox = SVGPathCommander.getPathBBox('M0 0L50 0L25 50z'); // result => {width: 50, height: 50, x: 0, y: 0, x2: 50, y2: 50, cx: 25, cy: 25, cz: 75} ``` # WIKI For developer guidelines, and a complete list of static methods, head over to the [wiki pages](https://github.com/thednp/svg-path-commander/wiki). # What Is It For? * converting and optimizing *SVGPathElement* for use in third party application; our [KUTE.js](https://github.com/thednp/kute.js) animation engine is using it to process *SVGPathElement* coordinates for [SVG morphing](https://thednp.github.io/kute.js/svgMorph.html) and [SVG cubic morphing](https://thednp.github.io/kute.js/svgCubicMorph.html); * animators that work with SVGs and need tools for performing specific path command processing; * front-end developers looking to spice up the content by combining, splitting or transforming paths; * font-icon creators can use it in both Node.js and web applications to process, optimize and test their creations. # Technical Considerations * the `optimize()` instance method will not merge path segments (for instance two or more cubic-bezier segments into one or more arc segments); however, the script will try to provide shorthand notations where possible, pick the shortest string for each segment, and generally try to deliver the best possible outcome; * all tools processing path segments will never round float values, however `pathToString`, `optimizePath` and especially `roundPath` will always round values to the default of 4 decimals; EG: 0.56676 => 0.567, 0.50 => 0.5; you can change the default option with `SVGPathCommander.options.round = 2` or remove the value rounding all together with `SVGPathCommander.options.round = false`; you can also control this feature via instance options; * the `getSVGMatrix` utility we developed will always compute the matrix by applying the transform functions in the following order: `translate`, `rotate`, `skew` and `scale`, which is the default composition/recomposition order specified in the W3C draft; * all 3d transformations as well as skews will convert `A` (arc) path commands to `C` (cubic bezier) due to the lack of resources; * most tools included with **SVGPathCommander** should work in your Node.js apps, but feel free to report any issue; * other path commands like `R` (catmulRomBezier), `O`, `U` (ellipse and shorthand ellipse) are not present in the current draft and are not supported; * normalization can mean many things to many people and our library is developed to convert path command values to absolute and shorthand to longhand commands to provide a solid foundation for the main processing tools of our library; * when compared to the native methods like `SVGPathElement.getTotalLength()` or `SVGPathElement.getPointAtLength()`, the output of our static methods is within a [0.002 - 0.05] margin delta, but from our experience it's proven to be a more consistent outcome. # Special Thanks * Dmitry Baranovskiy for his [Raphael.js](https://dmitrybaranovskiy.github.io/raphael/) * Vitaly Puzrin & Alex Kocharin for their [SvgPath](https://github.com/fontello/svgpath) * Jürg Lehni & Jonathan Puckey for their [Paper.js](https://github.com/paperjs/paper.js/) * Andrew Willems for his [awesome guide](https://stackoverflow.com/users/5218951/andrew-willems) * Mike 'Pomax' Kamermans for his awesome [svg-path-reverse](https://github.com/Pomax/svg-path-reverse), [bezierjs](https://github.com/Pomax/bezierjs) and [bezierinfo](https://pomax.github.io/bezierinfo/) * Nicolas Debeissat for the inspiration on [svg3d](https://github.com/ndebeiss/svg3d) * Mike Bostock for his awesome [closestPoint](https://bl.ocks.org/mbostock/8027637) * James Halliday for his excelent [point-at-length](https://github.com/substack/point-at-length) * Eric Eastwood for his excelent [svg-curve-lib](https://github.com/MadLittleMods/svg-curve-lib) * PhET Interactive Simulations for their [kite](https://github.com/phetsims/kite) * [herrstrietzel](https://github.com/herrstrietzel) for his awesome [svg-pathdata-getbbox](https://github.com/herrstrietzel/svg-pathdata-getbbox) * a special thanks goes to [@vltansky](https://github.com/vltansky) for fixing tree-shaking in **SVGPathCommander**! # License **SVGPathCommander** is released under [MIT Licence](https://github.com/thednp/svg-path-commander/blob/master/LICENSE).